diff --git a/About/Manifest.xml b/About/Manifest.xml
index 0512269..6fda52a 100644
--- a/About/Manifest.xml
+++ b/About/Manifest.xml
@@ -1,6 +1,6 @@
- 2.2.15.7
+ 2.2.15.8
https://gitgud.io/Tory/rimnude-unofficial/-/raw/master/About/Manifest.xml
https://gitgud.io/Tory/rimnude-unofficial/
diff --git a/Assembly Folders/1.4 Assembly/Assemblies/RimNudeWorld.dll b/Assembly Folders/1.4 Assembly/Assemblies/RimNudeWorld.dll
index 78028a3..80f47b8 100644
Binary files a/Assembly Folders/1.4 Assembly/Assemblies/RimNudeWorld.dll and b/Assembly Folders/1.4 Assembly/Assemblies/RimNudeWorld.dll differ
diff --git a/Source/RimNudeWorld/RimNudeWorld/patches/RevealingApparel.cs b/Source/RimNudeWorld/RimNudeWorld/patches/RevealingApparel.cs
index b892ddf..1381fe4 100644
--- a/Source/RimNudeWorld/RimNudeWorld/patches/RevealingApparel.cs
+++ b/Source/RimNudeWorld/RimNudeWorld/patches/RevealingApparel.cs
@@ -1,253 +1,102 @@
using AlienRace;
+using AlienRace.ExtendedGraphics;
using HarmonyLib;
using RimWorld;
-using System;
using System.Collections.Generic;
using System.Linq;
-using UnityEngine;
using Verse;
-
+// The RevealingApparel mod extension allows us to add information to apparel that tells us if wearing an apparel item
+// should also cover the body parts introduced by RNW. This way mod authors can make an apparel item that covers a pawn's
+// torso but still draws their breasts or genitals.
namespace RevealingApparel
{
-
-
- //[StaticConstructorOnStartup]
- // public static class HarmonyPatching
- // {
-
- // static HarmonyPatching()
- // {
- // Harmony harmony = new Harmony("RevealingApparel");
- // harmony.PatchAll();
- // }
- // }
-
-
-
-
-
+ // This is the mod extension that people will use to add revealing information to their apparel defs.
public class ApparelRevealingExtension : DefModExtension
{
+ // A list of RevealingExtensionEntry items, which describe what body parts are revealed when a pawn is wearing this apparel item
public List revealingBodyPartEntries = new List();
-
- public ApparelRevealingExtension()
- {
-
- }
-
}
+ // The entry class that describes what body parts are revealed
public class RevealingExtensionEntry
{
+ // The path to the body part that is revealed.
+ // Examples include "Breasts/FeaturelessLeft" or "Genitals/FeaturelessCrotch"
+ public string revealingPath;
- public String revealingPath;
+ // A list of pawn body types this entry applies to.
+ // Examples include "Female" or "Thin" or "Hulk"
public List revealingBodyTypes = new List();
-
-
}
-
-
-
-
- public static class RevealingApparel
+ // We are going to postfix patch the VisibleUnderApparelOf check in HAR so we can make body parts visible if all of the apparel
+ // covering it is marked as revealing
+ [HarmonyPatch(typeof(AlienPartGenerator.BodyAddon), "VisibleUnderApparelOf")]
+ class HarmonyPatch_RevealingApparel_VisibleUnderApparelOf
{
- public static bool CanDrawRevealing(AlienPartGenerator.BodyAddon bodyAddon, Pawn pawn)
+ public static Pawn GetPawnFromWrapped(ExtendedGraphicsPawnWrapper pawn)
{
- // the below 2 conditions are added by CnArmor in attempt to fix conflict with MoHAR.
- if (pawn.apparel.WornApparel != null && pawn.apparel.WornApparel.Count == 0) //no need to bother if pawn is naked
- return false;
-
- //if body addon is not mentioned in that list, don't bother
- bool bodyAddonMentioned = false;
- if(pawn.apparel.WornApparel != null)
- {
- for(int i = 0; i < pawn.apparel.WornApparel.Count; i++)
- {
- Apparel apparel = pawn.apparel.WornApparel[i];
- ApparelRevealingExtension ARE = apparel.def.GetModExtension();
- if (ARE != null && ARE.revealingBodyPartEntries.Any((RevealingExtensionEntry ree) => (bodyAddon.path == ree.revealingPath)))
- {
- bodyAddonMentioned = true;
- break;
- }
- }
- if (bodyAddonMentioned == false)
- return false;
- }
- // the above 2 conditions are added by CnArmor in attempt to fix conflict with MoHAR. I didn't dare to touch the original code below because of complexity.
-
- BodyTypeDef pawnBodyDef = pawn.story.bodyType;
-
- if (!(pawn.apparel.WornApparel == null) &&
-
- pawn.apparel.WornApparel.Where((Apparel ap) //First fetching everything that covers the bodypart
- => ap.def.apparel.bodyPartGroups.Any((BodyPartGroupDef bpgd)
- => bodyAddon.hiddenUnderApparelFor.Contains(bpgd))
- || ap.def.apparel.tags.Any((string s) => bodyAddon.hiddenUnderApparelTag.Contains(s)))
-
-
- .All((Apparel ap) //Then checking that list, if everything has the revealing flag for the current body, reveal
- => (ap.def.GetModExtension()?.revealingBodyPartEntries.Any((RevealingExtensionEntry revealingExtensionEntry)
- => (bodyAddon.path.Contains(revealingExtensionEntry.revealingPath) && revealingExtensionEntry.revealingBodyTypes.Any((BodyTypeDef revealingBodyType) => pawnBodyDef.defName.Contains(revealingBodyType.defName))))
- ?? false
-
- )))
- {
-
- Building_Bed building_Bed = pawn.CurrentBed();
-
- if ((building_Bed == null || building_Bed.def.building.bed_showSleeperBody || bodyAddon.drawnInBed) && (bodyAddon.backstoryRequirement == null || pawn.story.AllBackstories.Any((BackstoryDef b) => b.identifier == bodyAddon.backstoryRequirement.identifier)))
- {
- if (!bodyAddon.drawnDesiccated)
- {
- Corpse corpse = pawn.Corpse;
- if (corpse != null && corpse.GetRotStage() == RotStage.Dessicated)
- {
- return false;
-
- }
- }
- if (bodyAddon.bodyPart != null && !pawn.health.hediffSet.GetNotMissingParts(BodyPartHeight.Undefined, BodyPartDepth.Undefined, null, null).Any((BodyPartRecord bpr) => bpr.untranslatedCustomLabel == bodyAddon.bodyPart.label || bpr.def.defName == bodyAddon.bodyPart.label))
- {
- List list = bodyAddon.hediffGraphics;
- bool flag;
- if (list == null)
- {
- flag = false;
- }
- else
- {
- flag = list.Any((AlienPartGenerator.ExtendedHediffGraphic bahg) => bahg.hediff == HediffDefOf.MissingBodyPart);
- }
- if (!flag)
- {
- return false;
- }
- }
- if ((pawn.gender == Gender.Female) ? bodyAddon.drawForFemale : bodyAddon.drawForMale)
- {
- //return bodyAddon.bodyTypeRequirement.NullOrEmpty() || pawn.story.bodyType.ToString() == bodyAddon.bodyTypeRequirement;
- return bodyAddon.bodytypeGraphics.NullOrEmpty() || pawn.story.bodyType == bodyAddon.bodyTypeRequirement;
- }
- }
- }
- return false;
+ // The pawn wrapper doesn't expose the original Pawn as a public field, so we need to use reflection
+ // to pull it out.
+ return Traverse.Create(pawn).Property("WrappedPawn").GetValue();
}
-
-
- }
-
- [HarmonyPatch(typeof(AlienRace.HarmonyPatches), "DrawAddons")]
- class HarmonyPatch_DrawAddons
- {
-
-
- //[TweakValue("AAAInfrontAAAAAAAAtittyoffset", -0.1f, 0.1f)]
- private static float underClothingOffset = 0.0136f;
- //[TweakValue("AAABehindAAAAAAAAtittyoffset", -0.2f, 0.0f)]
- //private static float Behind = -0.1f;
-
-
- public static void Postfix(PawnRenderFlags renderFlags, Vector3 vector, Vector3 headOffset, Pawn pawn, Quaternion quat, Rot4 rotation)
+ public static IEnumerable GetApparelCoveringPart(Pawn pawn, AlienPartGenerator.BodyAddon bodyAddon)
{
-
- ThingDef_AlienRace thingDef_AlienRace = pawn.def as ThingDef_AlienRace;
- if (thingDef_AlienRace == null || renderFlags.FlagSet(PawnRenderFlags.Invisible))
- {
- //Log.Message(pawn.def.defName);
- if (pawn.def.defName == "Human")
- {
- //Log.Message(pawn.def.defName);
- }
- return;
- }
-
-
-
-
-
- Building_Bed building_Bed = pawn.CurrentBed();
-
- List bodyAddons = thingDef_AlienRace.alienRace.generalSettings.alienPartGenerator.bodyAddons;
- AlienPartGenerator.AlienComp comp = pawn.GetComp();
-
- for (int i = 0; i < bodyAddons.Count; i++)
- {
- AlienPartGenerator.BodyAddon bodyAddon = bodyAddons[i];
- if (!bodyAddon.CanDrawAddon(pawn) && RevealingApparel.CanDrawRevealing(bodyAddon, pawn)) //No need to draw twice
- {
-
-
- pawn.apparel.WornApparel.Any((Apparel ap)
- => ap.def.apparel.bodyPartGroups.Any((BodyPartGroupDef bpgd)
- => bodyAddon.hiddenUnderApparelFor.Contains(bpgd)));
-
-
-
- AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation);
- Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, pawn.story.headType) : Vector3.zero;
- AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation);
- Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, pawn.story.headType) : Vector3.zero);
-
-
- vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y - underClothingOffset) : (-0.3f - vector2.y + underClothingOffset));
-
- // Log.Message(pawn.def.defName +" "+ bodyAddon.path + " has vector2.y " + vector2.y + "Default offset: " + bodyAddon.defaultOffsets.GetOffset(rotation).layerOffset);
-
- if (bodyAddon.inFrontOfBody && vector2.y < 0f) //The offset of some bodyaddons is too far out of the "over body, under clothes"-range, e.g. OTY bellies.
- {
- vector2.y = 0.01f;
- }
- // Log.Message(pawn.def.defName + " " + bodyAddon.path + " has now vector2.y " + vector2.y + "Default offset: " + bodyAddon.defaultOffsets.GetOffset(rotation).layerOffset);
-
- float num = bodyAddon.angle;
- if (rotation == Rot4.North)
- {
- if (bodyAddon.layerInvert)
- {
- vector2.y = -vector2.y;
- vector2.y -= underClothingOffset * 2; //I am not sure why I am doing this, but it puts Anus under the pants layer.
- }
- num = 0f;
- }
-
-
- if (rotation == Rot4.East)
- {
- num = -num;
- vector2.x = -vector2.x;
- }
-
- Vector3 outputVector = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f);
-
-
- Graphic graphic = comp.addonGraphics[i];
- graphic.drawSize = ((renderFlags.FlagSet(PawnRenderFlags.Portrait) && bodyAddon.drawSizePortrait != Vector2.zero) ? bodyAddon.drawSizePortrait : bodyAddon.drawSize) * (bodyAddon.scaleWithPawnDrawsize ? (bodyAddon.alignWithHead ? (renderFlags.FlagSet(PawnRenderFlags.Portrait) ? comp.customPortraitHeadDrawSize : comp.customHeadDrawSize) : (renderFlags.FlagSet(PawnRenderFlags.Portrait) ? comp.customPortraitDrawSize : comp.customDrawSize)) : Vector2.one) * 1.5f;
- GenDraw.DrawMeshNowOrLater(
- graphic.MeshAt(rotation),
- outputVector,
- Quaternion.AngleAxis(num, Vector3.up) * quat,
- graphic.MatAt(rotation, null),
- renderFlags.FlagSet(PawnRenderFlags.DrawNow));
- }
-
-
- }
-
- //return true;
-
-
+ // Get a list of all of the apparel worn by this pawn
+ return pawn.apparel?.WornApparel?.Where(
+ // Where any of the body part groups this apparel covers
+ apparel => apparel.def.apparel.bodyPartGroups.Any(
+ // Hide the passed body addon
+ bodyPartGroup => bodyAddon.hiddenUnderApparelFor.Contains(bodyPartGroup)));
}
+ public static bool IsApparelRevealingBodyPart(Apparel apparel, AlienPartGenerator.BodyAddon bodyAddon, BodyTypeDef bodyType)
+ {
+ // Get the revealing entries for this apparel item
+ var revealingExtension = apparel.def.GetModExtension();
+ // And return if one of these entries matches the body part for this pawn body type
+ return revealingExtension?.revealingBodyPartEntries.Any((entry) =>
+ {
+ // Does this entry reveal the body part we are considering
+ bool entryMatchesBodyPart = entry.revealingPath?.Contains(bodyAddon.GetPath()) ?? false;
+ // Does this entry apply to the pawn's body shape
+ bool entryMatchesPawnBody = entry.revealingBodyTypes?.Contains(bodyType) ?? false;
+ // If this entry matches the part and applies to the pawn body type, then this apparel reveals this body part
+ return entryMatchesBodyPart && entryMatchesPawnBody;
+ }) ?? false; // If there are no revealing body part entries, then this apparel covers this body part
+ }
+
+ public static bool Postfix(bool __result, AlienPartGenerator.BodyAddon __instance, ExtendedGraphicsPawnWrapper pawn)
+ {
+ // If the original method returned false, we might still show it based on the revealing apparel entries
+ if (__result == false)
+ {
+ // Grab the underlying pawn from the wrapped version we were passed
+ var myPawn = GetPawnFromWrapped(pawn);
+
+ // Reference the pawn body type. We will need this to know if revealing body part entries apply to this pawn
+ var bodyType = myPawn.story.bodyType;
+
+ // Get a list of all of the apparel worn by this pawn that covers this body part
+ var apparelCoveringPartList = GetApparelCoveringPart(myPawn, __instance);
+
+ // If no apparel is covering this part OR they are all revealing, then reveal this body part
+ if (apparelCoveringPartList.Count() == 0 ||
+ apparelCoveringPartList.All(apparel => IsApparelRevealingBodyPart(apparel, __instance, bodyType))) {
+ return true;
+ }
+ }
+
+ // Else, return the original result
+ return __result;
+ }
}
-
}
diff --git a/changelog.txt b/changelog.txt
index bb09c30..6a709dc 100644
--- a/changelog.txt
+++ b/changelog.txt
@@ -1,3 +1,6 @@
+ver 2.2.15.8 Unofficial
+- Updated Revealing Apparel code (sjkincade)
+
ver 2.2.15.7 Unofficial
- Updated Androids patch
- Added Snake Race patch (nighzmarquls)